Work In Progress:
A tool I made to help learn how fillp() code works as well as the 256 colour combinations.
In future I plan to add a hexadecimal readout as well as a means of changing the colour other than rewriting the colour table in _init(). Comments and better organisation of code is also on the to do list.


I made a little banner for my profile pic, which was 60x10 pixels. I used it, and it was heavily antialiased, looking really bad. I personally think this has to be a BBS bug, because the main product, PICO-8, is a pixel art game. I'd hope to see this fixed at some point
EDIT: my computer might have antialiased it on its own
EDIT EDIT: actually it didn't...

So, for a game, I want to fade everything thats not being recurrently drawn (such as a character) to black. You can see the effect here, in PICO Space. How would I go about doing this?



ello
I made a half working cart about bezier curves and wanted to see what people think about my code, so if you want to pls give feedback
note: you can add points by using the up and down arrow keys then move the points by using the mouse and cycle between them using X and O
--bezier curve time function clone(t)--clone a table return{unpack(t)} end function lerp(s,e,m) return s*(1-m)+e*m end function lerp2d(p1,p2,t)--lerp lx=lerp(p1[1],p2[1],t)--two 2d ly=lerp(p1[2],p2[2],t)--points return lx,ly end poke(0x5f2d,1) --devkit mouse p1={64,64} --first point ptt={ p1} --point table pts=0 --number of desired points ind=1 --index used for selected point t=.5 --time value used across lerps function lerpcheck()--lerp the points po1=lerp2d(ptt[1],ptt[2],t) l=#ptt-2 for i=0,#ptt-1,1 do if(ptt[i+2]~=nil)lx,ly=lerp2d(ptt[i+1],ptt[i+2],t) --lx stands for lerped x [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=116089#p) |


Things are beginning to come together! I have been working on a new feature: Jumppads. These will be used a lot in level 2, which i am working on right now. I also added a effect for the checkpoints, so its clearer when you have activated one. Thanks to @profpatonildo for suggesting to change the speed up sound, the new one is a lot more suddle and i think you wouldnt even notice it when playing. Now you have 4 lives at the begiing of the game and when you bump into walls, you lose your speed.





Things you may find interesting about this cart set:
Sound Effects
The helicopter rotor sound consists of these four notes:

They play in a loop, and as helicopter throttle and rotor "pitch" change, poke commands are used to alter the speed and tone of the notes:
if heli_sound==10 then -- SFX 10 is the continuous rotor sound -- deltax is used to determine how much -- rotor 'slap' to add local deltax=heli_xspdtgt-heli.xspd -- rotor slap changes the volume -- of the two notes (noise) -- the more tilt the heli has, -- the more pronounced the 'slap' is local rotorslap=({[0]=0x53,0x53,0x55,0x57,0x59})[abs(heli.tilt)] [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=115670#p) |
Hey there! Ive been working hard on my game Foxpedition. Me and my dad added a death system, checkpoints, better camera and i completed the first level. You can play a demo here, an i woul reaaaally appreciate all feedback. Also, in the future there will be a speedrun timer.
The fox statues are checkpoints, and the sign is the end.
Flags do nothing.


Im starting a new project: Foxpedition. Its a platformer game that looks a bit like Celeste but plays like Sonic. I have the art and general movement in place, but the audio is nothing near done.
Also, its going to be JUICY. ( How did i forget to mention such an important game mechanic!?)
Here is a little sneak peek:



Over the past 4/5 months I haven't done much game development in pico 8, but I've started a new project - the sequel to my adventure game
Adventure game v1.0
https://www.lexaloffle.com/bbs/?tid=47009
(embed didn't work)
It's going to use some of my previous code experience to help me make it. It should be released in 2/3 weeks, and I will make another post if there is delays or bugs I need help with.
Adios!
Hi all, just a quick noob question. I'm struggling with making two objects (asteroids in this case) coming down a trajectory on x,y and colliding, deflect each other a little more realistically (but without having to implement a physics engine!). I don't have the maths skills as of yet, I'm guessing something to do with angles/trigonometry?
At the moment I'm basically forcing the leftmost asteroid to the left and the rightmost object to the right, but 90% of times this just looks very unnatural.
Would someone kindly point me some resource I could check up on/read/watch on how to approach this? I don't have the smarts to figure it out on my own, but will be more than ok researching it on my own - just need to be pointed in the right direction. Any tips or pointers would be greatly appreciated.
Thank you in advance!
Pedro.


